Damage, Healing, and Death Physical / Metaphysical Law in The Planes of the Architect | World Anvil
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Damage, Healing, and Death

-resistance halves damage of that type
-vulnerability doubles damage of that type
-damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder
-a short rest lasts one hour
   -can spend as many hit dice as the player choses, must commit to the amount before rolling them
   -must consume a use of a healer's kit to spend hit dice
   -HP regained = hit die + Con mod
-a long rest lasts 8 hours
   -cannot be interrupted for more than one hour or it becomes a short rest
   -regain all HP and half their hit dice as well as a level of exhaustion
   -can only long rest once every 24 hours
   -resting in medium or heavy armor only restores a quarter of their hit dice and doesn't recover exhaustion
-gain a hit die each level
-reaching 0 HP renders that character unconscious
-a character instantly dies if they reach negative max HP
-a death save is DC 11 and no mods are added to the d20 roll
   -three successes stabilize the creature with 1 HP
   -three failures kill the creature, a critical fail counts as two
   -a critical success stabilizes the creature
   -a successful medicine check with a healer's kit will stabilize creature
   -taking damage while in this state counts as a failed save
   -gain a level of exhaustion each time you are downed
-an execution circumvents HP and instantly kills
-being crit or taking a lot of damage at once may cause a lingering injury
  Lingering Injury Table
d20 Injury
1 lose an eye
2 lose an arm or hand
3 lost a foot or leg
4 limp
5-7 internal injury
8-10 broken ribs
11-13 horrible scar
14-16 festering wound
17-20 minor scar

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